Trampling Charge. The hippo, as a bonus action, can move an additional 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
Ambusher. In the first round of a combat, the hippo has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. The target is grappled (escape STR DC 16) Until this grapple ends, the target is restrained, and the hippo can't bite another target. If the target remains grappled until the hippo's next turn, the hippo can Chew.
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 19 (3d8 + 6) bludgeoning damage.
Dive. If the hippo is hit in the water, it can take a disengage action as a reaction and move up to its swimming speed into the water.
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